

Welcome to Amor...
This entire project is a WIP and many parts are both unfinished & incomplete.
Description
The world of Amor is a medieval-set world of high fantasy, magic, talking animal-people & the belief that every single sentient being is a person. Unlike the real world, things are a easier, safer & its people are overall happier. Most everything and everyone here looks out for each other, and those who wish ill will somehow always make it known. Work & effort is almost rewarded, and even in the darkest zones, camaraderie is bestowed to those who wish for it.
The Planet's Rotation
While the world is tidally locked, meaning the sun always shines closest to the South Pole & wherever the sun is stays the same, based on your location. The planet's axis only tilts Amor, rather than making it spin, causing more light in summer months & more darkness in winter, though compare to the real world, is much more subtle. Due to the amount of essence, a thick gaseous-like substance with similar properties to mist & fog, general temperatures never get naturally hotter then 102 Fahrenheit (39 celcius) nor any colder than -2 degrees (-18 celcius). The exception being a small number of volcanoes scattered thru out the world.
Time Keeping
While the sun itself does not move, the stars & celestial bodies do. Timekeeping is kept via astrologers & clockmakers who follow the movement of these bodies.
There is also one moon that, due to essence, is portrayed in three different colors, which are perceived as three different moons that move across the sky; The waxing Glasloor Moon, or simply The Green Moon, which signifies spring, The Glaswyn Moon, referred to as The Blue Moon, signifying summer, and the Arghans Moon, or Silver Moon, signifying autumn. With their complete rotations around Amor signifying one month of sixty days, with one month having no perceived moon in the sky.
Magic
All forms of magic is created by essence; a substance found in everything and can be manipulated an infinite amount of ways. considered not only a 5th state of matter, but there are pockets of essence so dense, entering them without proper preparations & precautions may be fatal. That said, the styles of magic mimic that of the worlds greatest role playing game: wizards still study magic like a science, warlocks develop packs with mysterious & powerful entities, sorcerers still have their bloodlines & bards only need to simply play music. With the exception of bards, almost all spell casters are generally lumped into the title of Mage.
Monks, paladins & clerics obtain their magic thru the gods, with a rigorous training regiment. This can differ depending on which god they follow & what their domain is.
Clerics generally remain local & logistically assist within their place of worship. Most work as healers, but it is not uncommon to find them at work as acolytes, scribes or even clergy.
Monks are much more hardened, and learn their chosen discipline thru use of their bodies. All possessions are given up, save for clothing, hygenics, food rations & something to store it all into. Rarely seen outside of temple walls until they master their magic thru sheer force of will alone, they provide community service in major locations & will be sent on adventures with others as a test for themselves. The money they receive is then given to their temple for upkeep.
Paladins are a blend of both, usually either a cleric becoming bored of menial tasks or a monk who has failed their initiation. While not bared from their temples, they are instructed to help others outside their place of worship & follow their oaths to the best of their abilities.
Because the earth itself is considered a living organism, druids are intuitively instructed to work with nature. As such, anyone who is a Druid eventually obtains at least one animalistic or plant-like adaptation, such as using the sun as a food source or developing a small tail. Depending on the abilities they are given determines what adaptation they receive. Rangers on the other hand, while they gain the ability to work with the earth, do not develop this trait, as they are considered a conduit between nature & civilization.
This world has no need for artificers as everyone knows at least one cantrip. Because of the complex nature of magic however, anything more intricate than a mere cantrip requires dedicated study, which while not impossible, most people simply cannot commit to.